mkxp/shader/tilemapvx.vert

35 lines
736 B
GLSL

uniform mat4 projMat;
uniform vec2 texSizeInv;
uniform vec2 translation;
uniform vec2 aniOffset;
attribute vec2 position;
attribute vec2 texCoord;
varying vec2 v_texCoord;
const vec2 atAreaA = vec2(9.0*32.0, 12.0*32.0);
const float atAreaCX = 12.0*32.0;
const float atAreaCW = 4.0*32.0;
void main()
{
vec2 tex = texCoord;
lowp float pred;
/* Type A autotiles shift horizontally */
pred = float(tex.x <= atAreaA.x && tex.y <= atAreaA.y);
tex.x += aniOffset.x * pred;
/* Type C autotiles shift vertically */
pred = float(tex.x >= atAreaCX && tex.x <= (atAreaCX+atAreaCW) && tex.y <= atAreaA.y);
tex.y += aniOffset.y * pred;
gl_Position = projMat * vec4(position + translation, 0, 1);
v_texCoord = tex * texSizeInv;
}